Template:General Skywalker Abilities

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Tex.ability generalanakin basic.png Furious Slash
Basic Ability Material Zeta Level 8

Deal Physical damage to target enemy. This attack can't be evaded and has +65% Defense Penetration, tripled if all allies are 501st.

If this is the first ability General Skywalker uses during his turn, he immediately uses the Special ability Telekinesis, if able.

Telekinesis: Deal Physical damage to target enemy. If possible, this attack will critically hit enemies with Armor Shred. If the target enemy is Dazed, reduce General Skywalker's ability cooldowns by 1.
More Details
Furious Slash

Tex.ability generalanakin special02.png Sundering Strike
Special Ability Material Omega Level 8
3 Turn Cooldown

Deal Physical damage to target enemy and inflict Armor Shred. If they are Dazed, this attack deals double damage.

If this is the first ability General Skywalker uses during his turn, reset Force Grip's cooldown and use it if possible.
More Details

Tex.ability generalanakin basic special01.png Force Grip
Special Ability Material Omega Level 8
3 Turn Cooldown

Deal Physical damage to all enemies and Daze them for 2 turns. If possible, this attack will critically hit enemies with Armor Shred.

If this is the first ability General Skywalker uses during his turn, reset Sundering Strike's cooldown and use it if possible.
More Details

Tex.abilityui passive 501.png General of the 501st
Leader Ability Material Zeta Level 8

All units can't be revived.
All 501st allies have +50% Critical Damage.
When an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter.

While there are other active 501st allies, General Skywalker:
- Can't drop below 100% Health
- Advances if he has 100% Protection and takes Cover if he has 0% Protection at the end of every turn
- Removes all other status effects when he takes Cover
- Leaves Cover, recovers 100% Protection, and takes a bonus turn when all other 501st allies are defeated

Advance:
- Taunt, which can't be dispelled or prevented
- Other 501st allies can't lose Health
Cover:
- Can't be targeted
- Immune to damage and status effects
- Speed set to 0
- Recover 10% Protection and Turn Meter at the end of every turn, doubled for allied 501st turns, which can't be prevented
Zeta
More Details
Unlocks at Gear Level 7.
Level 7:
All units can't be revived.
All 501st allies have +50% Critical Damage.

While there are other active 501st allies, General Skywalker:
- Can't drop below 100% Health
- Advances if he has 100% Protection and takes Cover if he has 0% Protection at the end of every turn
- Removes all other status effects when he takes Cover
- Leaves Cover, recovers 100% Protection, and takes a bonus turn when all other 501st allies are defeated

Advance:
- Taunt, which can't be dispelled or prevented
- Other 501st allies can't lose Health
Cover:
- Can't be targeted
- Immune to damage and status effects
- Speed set to 0
- Recover 10% Protection and Turn Meter at the end of every turn, doubled for allied 501st turns, which can't be prevented
Level Unit
Level
Ability Material Credits Adds
8 82
Game-Icon-Ability Material Mk III.png
20
Game-Icon-Ability Material Omega.png
10
Game-Icon-Ability Material Zeta.png
20
105000 When an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter
7 72
Game-Icon-Ability Material Mk I.png
9
Game-Icon-Ability Material Mk II.png
7
Game-Icon-Ability Material Mk III.png
5
28800 +10% Critical Damage
6 62
Game-Icon-Ability Material Mk I.png
6
Game-Icon-Ability Material Mk II.png
5
Game-Icon-Ability Material Mk III.png
4
9600 +10% Critical Damage
5 52
Game-Icon-Ability Material Mk I.png
4
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
4800 +10% Critical Damage
4 42
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
2
2400 +5% Critical Damage
3 32
Game-Icon-Ability Material Mk I.png
2
Game-Icon-Ability Material Mk II.png
2
1600 +5% Critical Damage
2 22
Game-Icon-Ability Material Mk I.png
2
800 +5% Critical Damage
1 Description: All units can't be revived.
All 501st allies have +5% Critical Damage.

While there are other active 501st allies, General Skywalker:
- Can't drop below 100% Health
- Advances if he has 100% Protection and takes Cover if he has 0% Protection at the end of every turn
- Removes all other status effects when he takes Cover
- Leaves Cover, recovers 100% Protection, and takes a bonus turn when all other 501st allies are defeated

Advance:
- Taunt, which can't be dispelled or prevented
- Other 501st allies can't lose Health
Cover:
- Can't be targeted
- Immune to damage and status effects
- Speed set to 0
- Recover 10% Protection and Turn Meter at the end of every turn, doubled for allied 501st turns, which can't be prevented
General of the 501st

Tex.abilityui passive jedi.png The Chosen One
Unique Ability Material Zeta Level 8

General Skywalker uses an additional ability during his turn.

Whenever General Skywalker critically hits an enemy during his turn, increase their cooldowns by 1 (excluding raid bosses and Galactic Legends), which can't be resisted.

If he is critically hit, General Skywalker dispels all debuffs on himself. Enemies attacking out of turn can't critically hit.

If the target enemy has no Protection when General Skywalker uses an ability, reduce their current Max Health by 20% for rest of the battle (stacking, excluding raid bosses and Galactic Legends), which can't be resisted.
More Details
Level 7:
General Skywalker uses an additional ability during his turn.

Whenever General Skywalker critically hits an enemy during his turn, increase their cooldowns by 1 (excluding raid bosses and Galactic Legends), which can't be resisted.

If he is critically hit, General Skywalker dispels all debuffs on himself. Enemies attacking out of turn can't critically hit.
Level Unit
Level
Ability Material Credits Adds
8 84
Game-Icon-Ability Material Mk III.png
30
Game-Icon-Ability Material Omega.png
13
Game-Icon-Ability Material Zeta.png
20
125000 If the target enemy has no Protection when General Skywalker uses an ability, reduce their current Max Health by 20% for rest of the battle (stacking, excluding raid bosses), which can't be resisted
7 74
Game-Icon-Ability Material Mk I.png
10
Game-Icon-Ability Material Mk II.png
9
Game-Icon-Ability Material Mk III.png
6
32900 +15% Cooldown increase chance
6 64
Game-Icon-Ability Material Mk I.png
7
Game-Icon-Ability Material Mk II.png
6
Game-Icon-Ability Material Mk III.png
4
11000 +15% Cooldown increase chance
5 54
Game-Icon-Ability Material Mk I.png
5
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
5500 +10% Cooldown increase chance
4 44
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
3
2700 +10% Cooldown increase chance
3 34
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
1800 +5% Cooldown increase chance
2 24
Game-Icon-Ability Material Mk I.png
2
900 +5% Cooldown increase chance
1 Description: General Skywalker uses an additional ability during his turn.

Whenever General Skywalker critically hits an enemy during his turn, he has 40% chance to increase their cooldowns by 1 (excluding raid bosses and Galactic Legends), which can't be resisted.

If he is critically hit, General Skywalker dispels all debuffs on himself. Enemies attacking out of turn can't critically hit.
The Chosen One

Tex.abilityui passive def.png Hero with no Fear
Unique Ability Material Zeta Level 8

At the start of battle, General Skywalker gains 25% Defense, 15% Max Protection, and 25% Tenacity for each other 501st ally until all other 501st allies are defeated.

If all allies are 501st at the start of battle, General Skywalker gains the following:

- 100% counter chance and 50% Critical Chance

- When all other allies are defeated, General Skywalker can't be critically hit and gains 35% Turn Meter after every enemy turn
More Details
Unlocks at Gear Level 8.
Level 7:
At the start of battle, General Skywalker gains 25% Defense, 15% Max Protection, and 25% Tenacity for each other 501st ally until all other 501st allies are defeated.

If all allies are 501st at the start of battle, General Skywalker gains the following:

- When all other allies are defeated, General Skywalker can't be critically hit and gains 35% Turn Meter after every enemy turn
Level Unit
Level
Ability Material Credits Adds
8 85
Game-Icon-Ability Material Mk III.png
30
Game-Icon-Ability Material Omega.png
13
Game-Icon-Ability Material Zeta.png
20
125000 General Skywalker has +100% counter chance and +50% Critical Chance if all allies are 501st at the start of battle
7 75
Game-Icon-Ability Material Mk I.png
10
Game-Icon-Ability Material Mk II.png
9
Game-Icon-Ability Material Mk III.png
6
32900 +10% Tenacity
6 65
Game-Icon-Ability Material Mk I.png
7
Game-Icon-Ability Material Mk II.png
6
Game-Icon-Ability Material Mk III.png
4
11000 +10% Defense
5 55
Game-Icon-Ability Material Mk I.png
5
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
5500 +2.5% Protection
4 45
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
3
2700 +10% Tenacity
3 35
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
1800 +10% Defense
2 25
Game-Icon-Ability Material Mk I.png
2
900 +2.5% Protection
1 Description: At the start of battle, General Skywalker gains 5% Defense, 10% Max Protection, and 5% Tenacity for each other 501st ally until all other 501st allies are defeated.

If all allies are 501st at the start of battle, General Skywalker gains the following:

- When all other allies are defeated, General Skywalker can't be critically hit and gains 35% Turn Meter after every enemy turn
Hero with no Fear